Saturday 1 August 2009

Saturday, 1st August 2009
The feast of St Alphonsus

The Battle of the Anduin way-house

After Bilbo found the ring and helped the dwarves he retired to the Shire. Unbeknownst to him a distant relative of his Peregrin the Elder had, at a similar time, started upon an adventure. Journeying to the edge of the Shire, in the hope of finding elves, he had chanced upon a ranger. Striking up a friendship the two had journey across Middle-Earth until they found themselves at Minas Tirith.

The hobbit impressed the Steward and was taken into service as member of the Citadel Guard. Something his son, Pippin Took, was to repeat some four or so decades later.

Little time was spent in the comfort of the Steward's court, for news came very soon of a raid by the forces of Minas Morgul, testing the strength of Gondor. Or so scouts reported.

In truth, this was more than a raid and five of the Nazgul accompanied Gothmog, lieutenant of Minas Morgul, as he lead a mighty army across the Anduin.

Minas Tirith was a frenzy of activity as Boromir organised an army to meet the invaders. Faramir assisted him and summoned his faithful rangers, amongst whose number there was the mysterious companion of Peregin the Elder

As the gates of the White Citadel opened two riders approached, both of them old men wrapped in grey and white cloaks. Without seeking the approval of either Denethor, the Steward, or Boromir Marshall of Gondor the two rode and spoke at length to the stranger from the West.

The white-clad one, who spoke with an authority that none, not even Denethor nor Boromir, questioned, beckoned the army to follow him down to the Anduin and the ruined way-house.







2000 Pts - Gondor & Arnor - Saruman and Gondor

Name # Form Race Type M F S D A R C Mt Ma Cost
Aragorn, Isildur's Heir 1 E Man Hero
7/-


3 6 [OOO] - 200
Anduril: (p.104); Epic Challenge; Epic Duel; Epic Journey: (p.104); Epic Strike; Inspiring Leader; Mighty Hero: (p.104)
Boromir, Captain of the White Tower 1 E Man Hero
6/-


3 5 [OOOOOO] - 175
Mighty Blow: (p.103); Epic Challenge; Epic Duel; Epic Sacrifice; Epic Strike; Inspiring Leader
Minas Tirith Knights 6 C Man Cavalry 10 3/4+ 3 5/6 2 2 3 - - 215
Hand Weapons; Heavy armour; Lances; Shields; Banner Bearer
Saruman [For] 1 E Spirit Hero
4/-


3 7 [OOO] 3 200
Epic Channeling; Epic Renewal; Epic Ruination; Spells of Command: (p.72); Spells of Dismay: (p.71); Spells of Ruin: (p.74); Voice of Saruman (Saruman): Enemy charge stalls on 1-3 on D6 (p.147)
Peregrin Took, Guard of the Citadel 1 E Hobbit Hero
3/-


1 3 1 - 75
Courageous Intervention: (p.104); Epic Defense; Prince of the Halflings: (p.104)
Faramir 1 E Man Hero
5/-


3 5 [OOOO] - 90
Epic Sacrifice; Epic Strike; Inspiring Leader; Valour Unbound: (p.104)
Minas Tirith Warriors 4 C Man Infantry 6 3/4+ 3 5/7 8 1 3 - - 100
Hand Weapons; Heavy armour; Shields
Court of the Dead King 4 L Spirit Infantry 8 3/- 3 5 8 1 5 - - 265
Uses Warriors of the Dead; Hand Weapons; Banner Bearer ; Spirit Grasp; Spirit Walk; Terror; We Stand Alone
The King of the Dead 1
Spirit

4/-


2 6 [OO] - [0]
Shadowstride: (p.101)
Fortunes 1

Fort








100
Orcbane Weapons
Orcbane Weapons 1 Persistent effect. Choose one formation in your army. That formation gains the Orcbane special rule, receiving a +1 bonus to dice results when rolling To Hit against Orcs in addition to any other modifiers it may have. [100]
Gandalf the Grey [For] 1 E Spirit Hero
4/-


3 6 [OOO] 3 200
Blinding Light (Focus 5): (p.150); Counsellor; Epic Channeling; Epic Defense; Epic Renewal; Inspiring Leader; Spells of Command: (p.72); Spells of Dismay: (p.71); Touched by Destiny
Minas Tirith Knights 3 C Man Cavalry 10 3/4+ 3 5/6 2 2 3 - - 90
Hand Weapons; Heavy armour; Lances; Shields
Avenger Bolt Thrower 1 R Man Infantry 6 3/4+ 3 8 3 1 4 - - 50
Base 80x60 mm; Bolt Thrower: Range 24", Str 6.
1-2 Miss, 3-5 On Target. D6+4 Str 6hits, 6+ Lucky Strike. D6+8 Str 6 hits.;
Hand Weapons; Heavy armour; Artillery
Avenger Bolt Thrower 1 R Man Infantry 6 3/4+ 3 8 3 1 4 - - 50
Base 80x60 mm; Bolt Thrower: Range 24", Str 6.
1-2 Miss, 3-5 On Target. D6+4 Str 6hits, 6+ Lucky Strike. D6+8 Str 6 hits.;
Hand Weapons; Heavy armour; Artillery
Rangers of Gondor 3 C Man Infantry 6 4/3+ 3 4 8 1 3 - - 90
Armour; Bows; Hand Weapons; Pathfinders(Woodland)
Battlecry Trebuchet 1 R Man Infantry 6 3/4+ 3 8 3 1 4 - - 100
Base 120x80 mm; Hand Weapons; Heavy armour; Trebuchet: Range 12-72", Strength 10; Artillery
Total Cost: 2000

Option Footnotes
Command
Banner Bearer May reroll charge and panic test.
Epic
Epic Challenge Challenge one enemy Hero within 18".
Challenged Hero’s formation must pass Courage test at -3 or cannot move and may only charge the challenger.
Challenger must move towards and attempt to charge the challenged Hero’s formation. Then fight a Heroic Duel (no further Might required).(p.69)
Epic Channeling Reroll failed focus roll (p.149)
Epic Defense Formation +2 Defence.(p.69)
Epic Duel As heroic duel but roll 2 dice a use the highest(p.103)
Epic Renewal Friendly Hero within 12" regains 1 Might pt. (p.137)
Epic Ruination Ruin spell Str +2 (p.149)
Epic Sacrifice Each hit on formation negated on roll of 3+. At end of the phase,remove Hero from the game.(p.69)
Epic Strike Hero’s Fight value is increased to 10.(p.69)
Wargear
Bows Range 24", Str 2 (p.58)
Lances +1 bonus to dice result when rolling To Hit (p.56)
Shields +2D for infantry & +1D for cavalry units. Included in monster profiles. Only valid for front attacks (p.59)
Special
Artillery 1 or less: Opponent chooses formation within 6" of target – D6 hits at the siege engine’s Strength. Or counts as a miss.
2: Miss.
3-5: D6 hits at the siege engine’s Strength.
6: D6+4 hits at the siege engine’s Strength.
7+: 2D6+4 hits at the siege engine’s Strength.
Target consists of 1 company -1
Target consists of more than 4 companies +1
Target consists of more than 8 companies +2
Target is in a building +2 (p.61)
Counsellor Roll d6 per Might point spent:
1-5: Hero within 6" gains 1 Might point.
6: Hero within 6" gains 3 Might points.(p.69)
Inspiring Leader (Men)
Pathfinders(Woodland) Ignore movement penalties in given terrain.(p.62)
Spirit Grasp Calculate To Hit roll using Courage, rather than Defence.(p.63)
Spirit Walk No penalties for moving through difficult terrain.
Can move through other formations, defensible terrain features, and impassable terrain, but cannot end up inside.(p.63)
Terror When charged by a Terror-causing creature, enemy must pass Courage test or Fight value reduced to 0.
Enemies must take Courage test to charge a Terror-causing creature.(p.63)
Touched by Destiny Can use one Epic action each turn without expending a Might point.(p.69)
We Stand Alone May not be joined by Epic Heroes.(p.63)

Validation Report
Regular: Default ruleset
Army satisfies all enforced validation rules

Army Statistics
Might: 22
Models: 121

Group Min Max Used
Heroes 1 0 7
Common 1 0 4





Of the battle, little need be said. Aragorn, for it was he, and Boromir at the head of the knights charged the large mob of Orcs in the centre. These were lead by Gothmog, with two Ringwraiths, Khamul and the Dwimmerlaik. Despite all the assistance from the Valar (i.e. about 10 Might) they achieved nothing in their duels with the evil ones. Both were lucky to survive. Next turn Aragorn fled the weakened unit, whilst Boromir once more challenged the foul ones. Boromir was slain and the unit wiped out. At this point the forces of Gondor retired from the field leaving the way-house in the hands of the creatures of Morgul (I conceded)!

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